﻿// Decompiled with JetBrains decompiler
// Type: UnityEngine.Rendering.RenderBufferLoadAction
// Assembly: UnityEngine.CoreModule, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null
// MVID: E6AE6B5A-2752-4B07-9528-C8B77C62CE79
// Assembly location: C:\Users\windys\Unity\2021.3.39f1c1\Editor\Data\Managed\UnityEngine\UnityEngine.CoreModule.dll
// XML documentation location: C:\Users\windys\Unity\2021.3.39f1c1\Editor\Data\Managed\UnityEngine\UnityEngine.CoreModule.xml

#nullable disable
namespace UnityEngine.Rendering
{
  /// <summary>
  ///   <para>This enum describes what should be done on the render target when it is activated (loaded).</para>
  /// </summary>
  public enum RenderBufferLoadAction
  {
    /// <summary>
    ///   <para>When this RenderBuffer is activated, preserve the existing contents of it. This setting is expensive on tile-based GPUs and should be avoided whenever possible.</para>
    /// </summary>
    Load,
    /// <summary>
    ///   <para>Upon activating the render buffer, clear its contents. Currently only works together with the RenderPass API.</para>
    /// </summary>
    Clear,
    /// <summary>
    ///   <para>When this RenderBuffer is activated, the GPU is instructed not to care about the existing contents of that RenderBuffer. On tile-based GPUs this means that the RenderBuffer contents do not need to be loaded into the tile memory, providing a performance boost.</para>
    /// </summary>
    DontCare,
  }
}
